webnovel

YGGDRASIL

In the year 2138 AD there was a term: DMMO-RPG. That word was an acronym for "Dive Massively Multiplayer Online Role-Playing Game". These games were played by connecting a dedicated console to the brain via a neuronal nano-interface — an intracerebral nanocomputer network, created from the fusion of cyber- and nanotechnology. These were games that allowed one to enter a virtual world and experience it as though it were real life. And among the myriad DMMO-RPGs that thronged the market, one of them stood head and shoulders above the others:

YGGDRASIL.

This game had been painstakingly developed and released twelve years ago, in 2126. Compared to other DMMO-RPGs of the time, YGGDRASIL's selling point was "player freedom". It had over two thousand basic and advanced job classes.

Every class had a maximum of fifteen levels, and so in order to reach the overall level cap of one hundred, one would need to take at least seven different classes. However, players could take as many classes as they wanted as long as they met each class's prerequisites. A player could even take a hundred classes at level one each, although that was very inefficient. As such, in this system, it was virtually impossible to make identical characters unless one was deliberately trying to do so.

In addition, one could use various creator tools (sold separately) to fully customize one's armor, weaponry, flavor text, appearance, and other cosmetic settings. A vast playing field awaited its players. There were nine worlds in total: Asgard, Alfheim, Vanaheim, Nidavellir, Midgard, Jotunheim, Niflheim, Helheim, and Muspelheim. It boasted a massive world, numerous classes, and freely customizable appearances. These features ignited the creative spirits of its Japanese players and sparked what would later be known as a stylistic revolution. So popular was it that whenever the word "DMMO-RPG" was mentioned in Japan, listeners would immediately think of YGGDRASIL.

Still, all these were things of the past now.

Next chapter